unreal.GameplayCueNotify_PlacementInfo

class unreal.GameplayCueNotify_PlacementInfo(socket_name: Name = 'None', attach_policy: GameplayCueNotify_AttachPolicy = Ellipsis, attachment_rule: AttachmentRule = Ellipsis, override_rotation: bool = False, override_scale: bool = False, rotation_override: Rotator = Ellipsis, scale_override: Vector = Ellipsis)

Bases: StructBase

FGameplayCueNotify_PlacementInfo

Specifies how the gameplay cue notify will be positioned in the world.

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: GameplayCueNotifyTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attach_policy (GameplayCueNotify_AttachPolicy): [Read-Write] Attach Policy: Whether to attach to the target actor or not attach.

  • attachment_rule (AttachmentRule): [Read-Write] Attachment Rule: How the transform is handled when attached.

  • override_rotation (bool): [Read-Write] Override Rotation: If enabled, will always spawn using rotation override.

  • override_scale (bool): [Read-Write] Override Scale: If enabled, will always spawn using the scale override.

  • rotation_override (Rotator): [Read-Write] Rotation Override: If enabled, will always spawn using rotation override. This will also set the rotation to be absolute, so any changes to the parent’s rotation will be ignored after attachment.

  • scale_override (Vector): [Read-Write] Scale Override: If enabled, will always spawn using scale override. This will also set the scale to be absolute, so any changes to the parent’s scale will be ignored after attachment.

  • socket_name (Name): [Read-Write] Socket Name: Target’s socket (or bone) used for location and rotation. If “None”, it uses the target’s root.

property attach_policy: GameplayCueNotify_AttachPolicy

[Read-Only] Attach Policy: Whether to attach to the target actor or not attach.

Type:

(GameplayCueNotify_AttachPolicy)

property attachment_rule: AttachmentRule

[Read-Only] Attachment Rule: How the transform is handled when attached.

Type:

(AttachmentRule)

property override_rotation: bool

[Read-Only] Override Rotation: If enabled, will always spawn using rotation override.

Type:

(bool)

property override_scale: bool

[Read-Only] Override Scale: If enabled, will always spawn using the scale override.

Type:

(bool)

property rotation_override: Rotator

[Read-Only] Rotation Override: If enabled, will always spawn using rotation override. This will also set the rotation to be absolute, so any changes to the parent’s rotation will be ignored after attachment.

Type:

(Rotator)

property scale_override: Vector

[Read-Only] Scale Override: If enabled, will always spawn using scale override. This will also set the scale to be absolute, so any changes to the parent’s scale will be ignored after attachment.

Type:

(Vector)

property socket_name: Name

[Read-Only] Socket Name: Target’s socket (or bone) used for location and rotation. If “None”, it uses the target’s root.

Type:

(Name)